Visit Our Website at www.hexgames.com©2012, Hex Games. Permission is granted to reproduce for personal use.
Body
Brain
Nerve
Job:
Hobo power:
Gimmick:
weakness:
Old life:
WWPhitm?
Tag line:
Dumb fact:
Ride the rails. Have more fun!
Skills
acjcjjcHobo Name:
Bad Mojo
Yum Yums
Health Pointsc
Notes:
The Blues
Qik Start Rules1. Roll 1d20/2+6 five times and put
them into Body, Brain, Nerve, Job, and Gimmick.
2. Weakness is equal to Gimmick.
3. Health Points is equal to Body.
4. Old Job is equal to (16-Job)/2.
5. Choose 3 Skills at +3, +2, and +1.
6. The Blues and Bad Mojo start at 0.
7. Roll 1d20/5 to determine starting Yum Yums.
Vow:
Hacksaw Sally
Hobomancer 138
Seen It All 10
Getting Old 10
13 Nurse 2
Bea Arthur
It aint' easy
15
0 0
4
8
Avatar (Judge)Patchin Wounds 1 Hobo Lore 2 Alchemy 3
Good friends with Eleanor Roosevelt
Never gamble
Hacksaw Sally
AvatarWhile all hobomancers call upon the Spirits to assist them, especiallywhen performing magic rituals, the avatar is a walking incarnation ofa particular Spirit. A character can use this Hobo Power to performany action normally associated with the Spirit he represents. Forexample, an avatar of the Steel Driver can perform amazing feats ofphysical strength and endurance, while the General’s avataris a born leader with an innate sense of strategy and tactics. Theplayer must choose a specific Spirit that he represents. Sample Uses of the Power (by Spirit):
• The Judge: Determine a person’s guilt just by looking intotheir eyes; find a clue at a crime scene.
Hobo Magic
Songline Abilities
Songline SensitivitySongline Healing
Hobo Ritual Magic
Spirit ChannelingDivinationHobo Nickel MagicHobo Sign MagicHobo Song MagicPassing the BottleSpecial Recipe Mulligan Stew
Sample SpiritsThe CannonballThe CowboyDavy JonesThe DreamerThe ExplorerThe FoolThe Funeral TrainThe GeneralThe Good DogThe Green ManThe Grim ReaperThe HealerThe HunterThe InventorJack FrostThe LawmanThe LoverThe MartyrThe MessengerOld Man RiverThe PatriotThe PeacemakerQueen MabThe SageThe ScoundrelThe ShepherdThe Steel DriverThe TricksterThe Warrior
Visit Our Website at www.hexgames.com©2012, Hex Games. Permission is granted to reproduce for personal use.
Body
Brain
Nerve
Job:
Hobo power:
Gimmick:
weakness:
Old life:
WWPhitm?
Tag line:
Dumb fact:
Ride the rails. Have more fun!
Skills
acjcjjcHobo Name:
Bad Mojo
Yum Yums
Health Pointsc
Notes:
The Blues
Qik Start Rules1. Roll 1d20/2+6 five times and put
them into Body, Brain, Nerve, Job, and Gimmick.
2. Weakness is equal to Gimmick.
3. Health Points is equal to Body.
4. Old Job is equal to (16-Job)/2.
5. Choose 3 Skills at +3, +2, and +1.
6. The Blues and Bad Mojo start at 0.
7. Roll 1d20/5 to determine starting Yum Yums.
Vow:
Big Raymond Detroit
Hobomancer 1015
Big Lug 8
Punch Drunk 8
6 Boxer 3
Sylvester Stallone
Put up your dukes!
12
0 0
2
13
ChampionPunching 3 Cooking 2 Harmonica 1
Encylopedic knowledge of light opera
Never use any weapon other than bare hands.
Big Raymond Detroit
ChampionAll hobomancers must be ready to battle the so-and-sos, what-nots,and other foes they meet in their travels, but champions are giftedwith an innate sense of battle and the discipline to perform impressivemartial feats.
Sample Uses of the Power:• Perform combat-related tricks such as trick shots/throws or
punching through a cinder block.• Add 1 / 3 Job roll to the Damage Bonus of an improvised
weapon.• Combat Prowess: At the beginning of combat, the champion
makes a Job roll. If the roll succeeds, the champion gets anumber of bonuses equal to the roll that he can use in thecombat scene. He may increase his chance to make a combat-related roll, increase the Success Degree of a combat-relatedroll, or decrease the damage he takes from an attack byspending these bonuses. Each bonus spent gives the charactera +1 bonus or Success Degree or reduces damage by 1 HPThe champion can spend as many bonuses per round as hewants. He can also spend 3 bonuses to get a Yum Yum.Unused bonuses (and unused Yum Yums bought withbonuses) disappear at the end of the combat scene.
Hobo Magic
Songline Abilities
Songline SensitivitySongline Healing
Hobo Ritual Magic
Spirit ChannelingDivinationHobo Nickel MagicHobo Sign MagicHobo Song MagicPassing the BottleSpecial Recipe Mulligan Stew
Sample SpiritsThe CannonballThe CowboyDavy JonesThe DreamerThe ExplorerThe FoolThe Funeral TrainThe GeneralThe Good DogThe Green ManThe Grim ReaperThe HealerThe HunterThe InventorJack FrostThe LawmanThe LoverThe MartyrThe MessengerOld Man RiverThe PatriotThe PeacemakerQueen MabThe SageThe ScoundrelThe ShepherdThe Steel DriverThe TricksterThe Warrior
Visit Our Website at www.hexgames.com©2012, Hex Games. Permission is granted to reproduce for personal use.
Body
Brain
Nerve
Job:
Hobo power:
Gimmick:
weakness:
Old life:
WWPhitm?
Tag line:
Dumb fact:
Ride the rails. Have more fun!
Skills
acjcjjcHobo Name:
Bad Mojo
Yum Yums
Health Pointsc
Notes:
The Blues
Qik Start Rules1. Roll 1d20/2+6 five times and put
them into Body, Brain, Nerve, Job, and Gimmick.
2. Weakness is equal to Gimmick.
3. Health Points is equal to Body.
4. Old Job is equal to (16-Job)/2.
5. Choose 3 Skills at +3, +2, and +1.
6. The Blues and Bad Mojo start at 0.
7. Roll 1d20/5 to determine starting Yum Yums.
Vow:
Right Reverend Cotton Curtis
Hobomancer 1111
Gift of Gab 15
Touched in the Head 15
12 Preacher 3
Christopher Walken
Scripture tells us...
14
0 0
1
11
Sky PilotBible Study 3Fast Talk 2History 1
Carries a tattered King James bible at all times. He has written corrections on almost every page.
Briefly Lt. Governor of West Virginia
Charity to all
Right Reverend Cotton Curtis
Sky PilotHobomancers who come from a religious background are often ableto combine the teachings of their faith with their magical training inorder to achieve powerful results.
Sample Uses of Power:• Bless a weapon or create holy water for use in fighting a
demon.• Cast out a demon that is possessing someone.• Heal by prayer and laying on of hands.
Hobo Magic
Songline Abilities
Songline SensitivitySongline Healing
Hobo Ritual Magic
Spirit ChannelingDivinationHobo Nickel MagicHobo Sign MagicHobo Song MagicPassing the BottleSpecial Recipe Mulligan Stew
Sample SpiritsThe CannonballThe CowboyDavy JonesThe DreamerThe ExplorerThe FoolThe Funeral TrainThe GeneralThe Good DogThe Green ManThe Grim ReaperThe HealerThe HunterThe InventorJack FrostThe LawmanThe LoverThe MartyrThe MessengerOld Man RiverThe PatriotThe PeacemakerQueen MabThe SageThe ScoundrelThe ShepherdThe Steel DriverThe TricksterThe Warrior
Visit Our Website at www.hexgames.com©2012, Hex Games. Permission is granted to reproduce for personal use.
Body
Brain
Nerve
Job:
Hobo power:
Gimmick:
weakness:
Old life:
WWPhitm?
Tag line:
Dumb fact:
Ride the rails. Have more fun!
Skills
acjcjjcHobo Name:
Bad Mojo
Yum Yums
Health Pointsc
Notes:
The Blues
Qik Start Rules1. Roll 1d20/2+6 five times and put
them into Body, Brain, Nerve, Job, and Gimmick.
2. Weakness is equal to Gimmick.
3. Health Points is equal to Body.
4. Old Job is equal to (16-Job)/2.
5. Choose 3 Skills at +3, +2, and +1.
6. The Blues and Bad Mojo start at 0.
7. Roll 1d20/5 to determine starting Yum Yums.
Vow:
Sleepy Jim Alaska
Hobomancer 1213
God Loves Fools and Drunks 12
Narcolepsy 12
11 Gandy Dancer 2
Jeff Bridges
One More for the Road
13
0 0
3
13
Brewmaster 15Hard Drinker 3 Scrounging 2 Train Hopping 1
Secret heir to French throne
Never turn down a request from a man of God
Sleepy Jim Alaska
BrewmasterSometimes called an “apothecary,” “druggist,” or “hobo alchemist,”the brewmaster’s abilities extend well beyond a natural talent formaking booze. The brewmaster uses chemicals, liquids, plantextracts, and whatever else is available to create some very potentpotables as well as the occasional poultice, balm, or pill.
Sample Uses of the Power:• Create an anti-venom for a rattlesnake bite.• Mix up a poultice that heals wounds.• Brew a potion that will put the drinker into a deep sleep.
Hobo Magic
Songline Abilities
Songline SensitivitySongline Healing
Hobo Ritual Magic
Spirit ChannelingDivinationHobo Nickel MagicHobo Sign MagicHobo Song MagicPassing the BottleSpecial Recipe Mulligan Stew
Sample SpiritsThe CannonballThe CowboyDavy JonesThe DreamerThe ExplorerThe FoolThe Funeral TrainThe GeneralThe Good DogThe Green ManThe Grim ReaperThe HealerThe HunterThe InventorJack FrostThe LawmanThe LoverThe MartyrThe MessengerOld Man RiverThe PatriotThe PeacemakerQueen MabThe SageThe ScoundrelThe ShepherdThe Steel DriverThe TricksterThe Warrior
Visit Our Website at www.hexgames.com©2012, Hex Games. Permission is granted to reproduce for personal use.
Body
Brain
Nerve
Job:
Hobo power:
Gimmick:
weakness:
Old life:
WWPhitm?
Tag line:
Dumb fact:
Ride the rails. Have more fun!
Skills
acjcjjcHobo Name:
Bad Mojo
Yum Yums
Health Pointsc
Notes:
The Blues
Qik Start Rules1. Roll 1d20/2+6 five times and put
them into Body, Brain, Nerve, Job, and Gimmick.
2. Weakness is equal to Gimmick.
3. Health Points is equal to Body.
4. Old Job is equal to (16-Job)/2.
5. Choose 3 Skills at +3, +2, and +1.
6. The Blues and Bad Mojo start at 0.
7. Roll 1d20/5 to determine starting Yum Yums.
Vow:
Queenie Fontaine
Hobomancer 1412
Sixth Sense 11
Alcoholic 11
14 Fortune Teller 1
Jessica Lange
The spirits call to me...
16
0 0
3
12
Haint CallerKnitting 1Mooching 2Poker 3
Carries a small derringer pistol.
Has a pet snake - Hortense
Do not travel while the moon is out
Queenie Fontaine
Haint CallerThe haint caller can communicate with the dead, including bothghosts who have for some reason remained in this world and thespirits of those who have moved on. If the haint caller wishes tosummon a specific spirit from beyond, he needs to either possess anitem or be in a place that was significant to the person when he wasalive.
Sample Uses of the Power:• Convince a ghost to move on to the next life.• Gather information about the history of a town by questioning
the spirits of those buried in the local cemetery.• Find clues to a murderer’s identity by questioning the ghost of
his victim.
Hobo Magic
Songline Abilities
Songline SensitivitySongline Healing
Hobo Ritual Magic
Spirit ChannelingDivinationHobo Nickel MagicHobo Sign MagicHobo Song MagicPassing the BottleSpecial Recipe Mulligan Stew
Sample SpiritsThe CannonballThe CowboyDavy JonesThe DreamerThe ExplorerThe FoolThe Funeral TrainThe GeneralThe Good DogThe Green ManThe Grim ReaperThe HealerThe HunterThe InventorJack FrostThe LawmanThe LoverThe MartyrThe MessengerOld Man RiverThe PatriotThe PeacemakerQueen MabThe SageThe ScoundrelThe ShepherdThe Steel DriverThe TricksterThe Warrior
Visit Our Website at www.hexgames.com©2012, Hex Games. Permission is granted to reproduce for personal use.
Body
Brain
Nerve
Job:
Hobo power:
Gimmick:
weakness:
Old life:
WWPhitm?
Tag line:
Dumb fact:
Ride the rails. Have more fun!
Skills
acjcjjcHobo Name:
Bad Mojo
Yum Yums
Health Pointsc
Notes:
The Blues
Qik Start Rules1. Roll 1d20/2+6 five times and put
them into Body, Brain, Nerve, Job, and Gimmick.
2. Weakness is equal to Gimmick.
3. Health Points is equal to Body.
4. Old Job is equal to (16-Job)/2.
5. Choose 3 Skills at +3, +2, and +1.
6. The Blues and Bad Mojo start at 0.
7. Roll 1d20/5 to determine starting Yum Yums.
Vow:
Dapper Dave McGillicuddy
Hobomancer 1413
Classical Education 14
Highfalutin’ 14
13 Senator 2
Bob Hopkins
Excuse me sir, I wonder if you might have any temporary employment opportunities available for me and my esteemed associates of the road.
16
0 0
2
13
Train WhispererFast Talkin' +3Dirty Tricks +2Ball Room Dancing +1
Claims to be from Middle Dakota
Leave any train you ride cleaner than you found it.
Dapper Dave McGillicuddy
Train WhispererWhen a train first rolls off the line, it’s just a machine,but as it travels along the songline, it develops its ownpersonality and story, and some claim that well-traveledtrains even have something like a soul. The trainwhisperer can learn a lot about a train by simply listeningto its song and watching it roll along the rails. He can alsoaffect the operation of a train through sheer force of will.
Sample Uses of Power:• Determine basic information about the train, its cargo, and its
crew.• Get a rough idea of where the train has been. For example, its
last stop or whether it’s recently encountered corruptsonglines, rough track, or bad weather.
• Command the train. For example, the train whisperer canconvince the train to run hot in order to guarantee that it willstop at the next water tank, or nudge the train into movingfaster or slower than the conductor intends. In order to usethis ability, the character must be on board the train.
Hobo Magic
Songline Abilities
Songline SensitivitySongline Healing
Hobo Ritual Magic
Spirit ChannelingDivinationHobo Nickel MagicHobo Sign MagicHobo Song MagicPassing the BottleSpecial Recipe Mulligan Stew
Sample SpiritsThe CannonballThe CowboyDavy JonesThe DreamerThe ExplorerThe FoolThe Funeral TrainThe GeneralThe Good DogThe Green ManThe Grim ReaperThe HealerThe HunterThe InventorJack FrostThe LawmanThe LoverThe MartyrThe MessengerOld Man RiverThe PatriotThe PeacemakerQueen MabThe SageThe ScoundrelThe ShepherdThe Steel DriverThe TricksterThe Warrior